View Full Version : [Psionic] Things Best Left Forgotten (CFIMP Prc R)

The Glyphstone
2006-05-13, 03:04 PM
The multiverse is a vast and wondrous thing. From the variety of the Prime Material, to the extremes of the Elemental Realms, to the Heavens and the Hells, virtually anything describable can be found by those who seek it.

But for that which is indescribable, too alien and terrible for minds mortal and immortal alike to conceive of...that is a different story.

Beyond the borders of the infinite planes, lining the boundaries into true nothingness, lie the mysterious Far Realms. They are a "plane" only in the vaguest of terms, holding true to no know laws of physics, magic, or anything else. The equally incomprehensible denizens of this domain have their own methods of manipulating the environment, which obeys even the merest impulse of will.

The barrier that keeps the Far Realms separated from the orderly arrangement of the planes is strong, but it does occasionally wear thin in places. Around those points, both worlds begin to adopt traits of the other, and they can serve as crossing points by beings strong enough to survive. This transit is mostly one-way; the bizzare entities that inhabit the Far Realms can easily impose their will upon the mundane realities that they encounter - but woe betide the poor soul who ventures in the other direction, trapped in the Far Realms forever with no means of formulating a return.

Despite their strength, the laws that hold true to this world are as inimical to the Far Realms inhabitants as their environment is to us, so few live long. But as long as they do, their influence taints and warps whatever they encounter, infecting the lands and the creatures with traces of their power. Some are "touched" by an unfortunate encounter with a wandering Far Beast, as the crossed-over monsters are known, others fall victim to innocuous contacts such as drinking from a river that such a Beast walked/swam/oozed/flew/moved through. It can breed true, it can die out, or it might not even show up for generations henceforth, no one really understands why.

However they gain their power, it manifests in what seems like a new form of magic, but that draws from energies unlike any familiar to wizard or priest - the magic of mental power given shape - the magic that is psionics.

The Glyphstone
2006-05-13, 03:04 PM
Far Beasts

The alien landscape of the Far Realms is unlike anything imaginable. The only similarity between it and our own world is that both have their own native inhabitants, and that is a tenuous connection at best. The creatures that populate the Far Realms are strange beyond description, since they adhere to no normal physics, let alone biology. Most of the time, they remain happily in their own universe. However, one occasionally ends up in the “normal” world, from accidentally venturing into a natural portal (or a created one). Lost and confused in surroundings they cannot comprehend, it will wander or rampage according to its own feelings. These “Far Beasts”, as they are called, are individually unique – no two are ever the same, though they all have certain traits in common that include the ability to project psionics of varying power, a vestige of the ways that they manipulate their home.

The following is an example of a “sample” Far Beast. To design or generate your own Far Beast, see the complete guidelines below.
Hideous Blorglesnof (Far Beast)
Size/Type: Large Abberation [Far Realms, Extraplanar]
Hit Dice: 11d8+22 (72 HP)
Initiative: +3
Speed: 30ft. (6 squares)
Armor Class: 28 (+16 natural, -1 size, +3 Dex), touch 12, flat-footed 25
Base Attack/Grapple: +8/+15
Attack: Tentacle +10 melee (1d8+3 bludgeoning) or eyeblob +10 ranged touch (3d6 acid)
Full Attack: 2 tentacles +10 melee (1d8+3 bludgeoning) or eyeblob +10 ranged touch (3d6 acid)
Space/Reach: 10ft./10ft.
Special Attacks: Constrict; Breath Weapon
Special Qualities: Darkvision 120ft., Resistance 10 vs. Fire, Cold, Electricity; Damage reduction 10/magic or psionics; +11 to saves vs. banishment or dismissal; immunity to charms, compulsions, and telepathy; all-round vision; fast healing 5
Saves: Fort +5, Ref +6 Will +9
Abilities: Str 16, Dex 16, Con 14, Int 14, Wis -, Cha 10
Skills: Climb +17, Listen +18, Search +20, Spot +22
Feats: Alertness; Combat Reflexes; Multiattack; Improved Multiattack
Environment: Far Realms
Organization: Always solitary (the horror!)
Challenge Rating: 12
Treasure: None
Alignment: Chaotic Neutral
Advancement: -
LA: –

This vaguely ovaloid abomination shambles about on dozens of short, stumpy legs. Its brown, scaly body is covered in large, globular eyes that blink and roll in all directions. A number of thick, ropy tentacles protrude from its sides, and a leech-like mouth ringed with teeth gasps at the air as it leaks wispy blue tendrils of gas. It spots you, every eye looking in your direction at once, and begins to move again towards you. One tentacles reaches down, plucks an eyeball from its body like a fruit, and hurls the organ to explode with a splatter of corrosive goo at your feet. It picks up speed as a new eye sprouts to replace the missing one.

Constrict: On a successful grapple check, a “Hideous Blorglesnof” Far Beast deals 1d8+3 bludgeoning damage.

Breath Weapon: Every 1d4 rounds, a “Hideous Blorglesnof” can breathe a 30ft. cone of ice that deals 3d6 cold damage, Reflex save DC19 for half damage.
Creating A Far Beast

Every Far Beast is utterly original, having only a handful of features in common with their ‘fellows’. To represent this, the following guidelines are set up in the form of tables, each of which is rolled randomly on to determine the traits and abilities of the Far Beast (excepting Hit Dice, which are used to judge the Challenge Rating – see below). Once the “crunchy” parts of the beast are determined, you can then decide on its exact form and description...be inventive! Alternatively, you can start with a specific concept/shape, then mix and match different powers/abilities to best fit what you have in mind.
Step 1: Framework

To build a Far Beast, start by deciding the target CR value you want. This number should be the number of Hit Dice you give the creature, though this can be adjusted up or down 1-2 points to taste. The number of Hit Dice the Far Beast has will determine its size:


Far Beasts are technically abberations, though even those unnatural creatures are more suited to this world, and they gain the [Far Realms] and [Extraplanar] subtype. This renders them vulnerable to dismissal or banishing, though they gain a bonus on saves against such effects (see below).
Speed: To determine a Far Beast’s size, roll 2d3 and multiply by 10. Alternately, simply give it a speed equal to 10ft. plus 10ft. per size category (starting at Small).
Space/Reach: Far Beasts are considered to be bipedal creatures for determining their natural reach. Whether they are actually bipedal or not is up to the DM.
Step 2: Weapons and Armor

Armor Class: Far Beasts have natural armor equal to their HDx1.5. They have their Dexterity and Size modifiers applied to AC, but gain no other bonuses except from special qualities.
Base Attack Bonus: Equal to ¾ their Hit Dice, as for a cleric. Grapple checks are calculated normally by adding Strength and size bonuses.
Attacks: Similarly to a Chaos Beast, even though Far Beasts can manifest in an infinite variety of forms, they typically only produce one or two usable weapons. All Far Beasts have a primary attack and a secondary attack, selected or rolled on the charts below:

1d20......Primary Attack
18-20......Roll Twice, disregard further results of 18-20.

A Far Beast’s primary attack uses its full attack bonus to hit, and its full Strength bonus to damage. If the Beast is Large or larger, each primary attack can strike twice per round in a full attack.
The Far Beast’s secondary attack has a 50/50 chance of being either melee or ranged. Decide this before rolling on the chart below:

1d20....Secondary Attack
*An energy ranged attack is a ranged touch attack with a maximum range of 100ft., dealing 1d6 damage per size category of the Far Beast. Its type is chosen or rolled on a D10; 1-2 = Fire; 3-4 = Cold; 5-6 = Electric; 7-8 = Acid; 9-10 = Sonic. If this is rolled as a melee attack, it instead adds 1d3 damage per size category of the selected type to the primary melee attack. Should the creature have no primary melee attack, it becomes a melee touch attack dealing damage equal to 1d6 per size category, same as the ranged touch attack. Secondary attacks strike at the primary attack bonus -5, and only add 1/2 Strength bonus to damage.

The exact form of a Far Beast’s attacks are up to the DM. They could be crab-like pincers, spikes, thick tentacles, spike-tipped tentacles, crab pincers at the end of tentacles, or WHATEVER.
Damage: A Far Beast’s damage is not randomized, but fixed dependent on its size. Secondary attacks deal damage as if the creature were one size smaller (minimum 1d4).

Step 3: Special Attacks and Qualities

Far Beasts are often capable combatants, but some of their greatest dangers come from the otherworldly abilities they can muster. A Far Beast receives 1 special attack per 3 HD, chosen or rolled randomly on the chart below. If the same ability is rolled twice, increase the save DC (if applicable) by 2. This stacks with the Ability Focus feat, should the creature be given it.

1d12.......Special Attack
...4.......Augmented Critical
...5.........Breath Weapon
...6.........Insanity Aura
...8.........Swallow Whole
...9.........Cursed Wound
..10........Energy Drain
..11........Gaze Attack

Constrict: Gains the Improved Grab ability by default. If it makes a successful grapple check against a grabbed opponent, it deals bludgeoning damage equal to its weapon damage, regardless of its actual type.

Poison: Fortitude negates, (save DC = 10+1/2 HD+Con modifier). Initial and secondary damage (1d3 Int +1d3 Wis +1d3 Cha). Delivered by means of hitting with its primary natural attack.

Pounce:[i/] The Far Beast can make a full attack after charging.

[i]Augmented Critical: The Far Beast’s attacks have an 18-20 critical range and deal x3 damage on a successful critical hit.

Breath Weapon: This Far Beast has a breath weapon usable once every 1d4 rounds. It is either a 60-ft line or a 30-ft cone, with type and damage determined the same way as an Energy-type secondary attack, except that the damage is equal to 2d6 per size category. A successful Reflex save (DC10+1/2 HD+Int mod) halves the damage.

Insanity Aura: This Far Beast has brought a tiny piece of the Far Realms with it, warping the minds of those nearby. Each turn, any creature within 10ft of the Far Beast must pass a Will save (DC = 10+1/2 HD+Int mod) or be confused for 1 round.

Disease: Alien Unmaking – Incubation period 2 days, damage 1d6 into two random ability scores (can choose the same one twice). The save DC to resist is (10+1/2 HD+Con mod). Being extraplanar in nature, Alien Unmaking is difficult to cure or remove. A successful DC20 manifester level check will allow a Psychometabolism power to restore ability damage lost to the disease. A successful DC25 caster level check is required before any Conjuration(Healing) spell to cure or remove the disease will be accepted. Failure in either case means the spell or power fails to affect the target. This division is an exception to psionics/magic transparency, because psionic power is partially descended from the Far Realms. The disease is transmitted by means of hitting with the Far Beast’s primary natural attack.

Swallow Whole: Gains the Improved Grab ability by default. If it makes a successful grapple check against a grabbed opponent their size or smaller, it swallows them. Each turn, it takes bludgeoning damage and acid damage from the digestive juices of the Far Beast. If the Beast is Large or smaller, this damage is 1d8+1 per size category plus 1d6 acid damage. If the Beast is Huge or larger, it deals 2d8+2 per size category and 2d6 acid damage instead. If the Far Beast in question also has Poison or Disease as a special attack, the swallowed creature must save each round against the effect. To escape, the creature must deal 20 points of damage to the Far Beast’s interior (AC14) with a light slashing or piercing weapon, after which they are freed, and the hole seals behind them. A Far Beast can hold two creatures equal to its size at one time – smaller creatures count as ¼ that of the next largest size.

Cursed Wounds: Damage inflicted by this Far Beast doesn’t heal naturally and resists magical and psionic healing. A character trying to manifest a Psychometabolism power on a creature damaged by this Far Beast must succeed on a DC15 manifester level check, or the power has no effect. For casters using a Conjuration(Healing) power, the caster level check DC is 20. This is an exception to the psionics/magic transparency rules, because psionic power is partially descended from the Far Realms.

Energy Drain: A successful hit by this Far Beast in melee bestows one negative level on the target. For each negative level bestowed, the Far Beast gains 5 temporary hit points that last for 1 hour. If a creature has as many negative levels as it does Hit Dice, it dies (but will not rise as any sort of undead). After 24 hours, the creature must pass a Fortitude save (DC10+1/2 HD+Int mod) or permanently lose a level.

Gaze Attack: This Far Beast has a powerful gaze attack. A d6 roll determines the form of the attack: 1-2 = paralyzing gaze; 3-6 = confusing gaze. In either case, the effect lasts for 1d4 rounds and the save to resist (Fortitude against Paralysis, Will against confusion) is (DC10+1/2 HD +Int mod).

Rend: Re-roll if given to a Far Beast of Small or Medium size. Otherwise, if the Far Beast hits twice with its primary natural attack in the same round, it can deal automatic damage equal to 2d6+1.5 Strength modifier.

Randomized Special Qualities: A Far Beast receives 1 special quality from the chart below per 4 HD. If the same ability is rolled twice, re-roll - they do not stack.

1d10..........Special Quality
...1...........All-round vision
...2...........Blindsight 60ft.
...3........Otherworldly Geometry
...5.........Spell/Power Resistance
...7...............Fast Healing
...8..............Alien Resilience
...9.............Elongated Reach
..10............Alien Immunities

All-round vision: Gains a +4 racial bonus on Spot and Search checks, and cannot be flanked. Takes a -2 penalty against gaze attacks.

Blindsight 60ft: As per the ability.

Otherworldly Geometry: This Far Beast bends the laws of physics in its favor, granting it a +4 deflection bonus to AC.

Fortification: Gains a 50% chance to ignore additional damage from critical hits and sneak attacks.

Spell/Power Resistance: Gains spell and/or power resistance equal to 5+Hit Dice.

Quickness: Can take an additional move action or standard action each round.

Fast Healing: Gains Fast Healing equal to 5 pts/round per 2 full size categories of the Far Beast (minimum 5). Changing the Far Beast’s size after creation does not change this value.

Alien Resilience: Increase all Hit Dice of the Far Beast to d12’s, with a commensurate increase in HP.

Elongated Reach: The Far Beast’s natural attacks have an extra 5ft of reach.

Alien Immunities: Gains immunity to poison, paralysis, sleep, and death effects.
Step 4: Final Touches

Automatic Special Qualities: In addition to the chart above, all Far Beasts have a number of special qualities in common. These consist of the following: Darkvision 120ft., a bonus against banishment and dismissal equal to their HD, immunity to telepathy, charm, and compulsion effects, and energy resistance and damage reduction according to the chart below:

Hit Dice.........Energy Resistance................Damage Reduction
....1-4.........Fire 5, Cold 5, Electric 5..................---------
....5-8.........Fire 5, Cold 5, Electric 5...........5/Magic or Psionics
....9-12......Fire 10, Cold 10, Electric 10.....10/Magic or Psionics
...13-16.....Fire 15, Cold 15, Electric 15.....15/Magic or Psionics
...17-20.....Fire 20, Cold 20, Electric 20.....20 Magic or Psionics
.....21+......Fire 25, Cold 25, Electric 25...............20/Epic
Saving Throws: A Far Beast has saves as a Wizard (good Will, poor Fortitude and Reflex.
Ability Scores: Far Beasts are obviously not from this world, or even this multiverse completely. Their mindset is utterly alien and incomprehensible, with no way to understand exactly how they operate. In game terms, all Far Beasts and other denizens of the Far Realms are treated as having no Wisdom score. This is different then having a Wisdom score of 0, and bypasses the normal requirement that all creatures must have a Wisdom score. For any roll that depends on Wisdom, a Far Beast uses its Intelligence modifier instead.

For actual ability scores, a Far Beast has one of 4 arrangements, derived from the Elite array. It can be rolled randomly, or chosen according to your wishes. After choosing the base statline, apply size modifiers as per the Monster Manual for increasing/decreasing size, then add 1 free point per 4 HD as normal for advancing Hit Dice.

d4.........Str.......Dex.......Con.......Int...... .Wis.......Cha
.1..........15..........8...........14........10.. ........-...........10
.2...........8..........15..........10........14.. ........-...........10
.3..........10.........14..........15.........8... ........-...........10
.4..........14.........10...........8.........15.. ........-...........10
Skills: Far Beasts have skill points equal to (2+Int modifier) per Hit Die, with quadruple points for the first Hit Die. They only take skill ranks in physical skills like Climb, Jump, Hide, Move Silently, Spot, Listen, and/or Swim; a Far Beast never has any ranks in a skill such as Diplomacy, Craft, or Knowledge. Feats should be chosen to best complement the Far Beast’s design intentions, or how it eventually came out.

Challenge Rating: Far Beasts, by default, have a CR equal 3/4 their HD, rounded to the nearest whole number. If the DM feels that the generated creature is too weak or strong for its CR, the number can be adjusted, but it should never be more than 3 points above or below its HD.

Treasure: Far Beasts never carry treasure. Their body components themselves might be valued by some wizards or alchemists as spell components or raw materials, but this is determined by the DM.

The Glyphstone
2006-05-13, 03:04 PM

Blood From Beyond
Prerequisites: Wild Talent + Knowledge (Psionics) 2 ranks or Knowledge (Psionics) 4 ranks.
Benefit:You gain a +1 luck bonus to your attack rolls. Your manifester level, if any, is permanently increased by 1 - this does not stack with the Wild Surge class feature or the Overchannel feat, apply only the highest bonus. Like Overchannel, you must still spend additional power points to augment a power. You also suffer a -1 penalty to all Wisdom and Charisma-related skill checks.

Body From Beyond
Prerequisites: Blood from Beyond and either Wild Talent + Knowledge (Psionics) 4 ranks or Knowledge (Psionics) 9 ranks.
Benefit: You gain a +2 luck bonus to AC and a +2 luck bonus to all attack rolls. Your manifester level, if any, is permanently increased by 2 - this does not stack with the Wild Surge class feature, the Overchannel feat, or the bonus granted by Blood From Beyond, apply only the highest bonus. Like Overchannel, you must still spend additional power points to augment a power. The penalty to Wisdom and Charisma-based skill checks increases to -2.

Soul From Beyond
Prerequisites: Blood From Beyond, Body From Beyond, and either Wild Talent + Knowledge (Psionics) 7 ranks or Knowledge (Psionics) 15 ranks.
Benefit: You gain a +3 luck bonus to AC, attack rolls, and saving throws. Your manifester level, if any, is permanently increased by 3 - this does not stack with the Wild Surge class feature, the Overchannel feat, or the bonus granted by Blood From Beyond, apply only the highest bonus. Like Overchannel, you must still spend additional power points to augment a power. The penalty to Wisdom and Charisma-based skill checks increases to -4.

The Glyphstone
2006-05-13, 03:04 PM

Weapon/Armor Ability:
Tainted: The metal used in the forging of this item was infused with traces of material that seeped or was collected from the Far Realms – most likely shreds of scales, skin, or blood off a wandering Far Beast. Though not dense enough to exert any warping effect on reality, its power can be directed outward, eating at the minds of those unfortunate enough to touch it, or inward, warding the wearer’s body and mind against draining effects. Due to its unearthly nature, it can even affect those who would otherwise have no minds to injure, as the taint corrupts and erodes their instincts and/or programming.

If placed on a weapon, it inflicts 1 point of Wisdom damage on each successful hit. A critical hit does not increase the Wisdom damage dealt. Creatures immune to critical hits (such as plants and constructs) are immune to the effect, but mindless creatures are not.

If placed on armor, the wearer is warded from 1 point of ability damage or drain each time such would be inflicted on them, with a minimum of 1 point of loss. For example, an Allip that used its touch attack would drain 1d4-1 Wisdom, while a Wounding weapon would still inflict 1 point of Constitution damage.

Faint psychometabolism. ML 10th; Craft Psionic Arms and Armor, body purification, Price +2 bonus (weapon) or +1 bonus (armor).

Universal Item:
Pendant of Unspeakable Understanding
Seemingly a simple glowing gem on a silver or golden chain at first glance, closer examination reveals it to be not a stone, but a spherical lump of something unnatural, swirling and warping inside a bubble of seemingly impenetrable solid air.
This item is created by sealing a lump of Farstuff, material collected from the Far Realm or one of its inhabitants, and sealing it inside a barrier of psionic quintessence. It permits the wearer to accomplish something both mighty and terrible – breach the barriers of alien minds and communicate with a creature born of the Far Realms.

Using this pendant, a character can interact with Far Realms denizens, despite their alien nature. They can use social skills such as Diplomacy, Sense Motive, Bluff, and Intimidate, and even affect them with mind-affecting spells, powers, or abilities. But this comes at a cost – each round the telepathic contact persists, the character takes 1 point of Wisdom drain, that can only be recovered naturally through rest. In the case of compulsion or mind-affecting spells, the drain occurs at a rate of 1 point per minute. If the character succeeds in changing a Far Beast’s attitude towards them (they always start at Hostile), the change persists for only one minute, after which it returns to Hostile. This ability drain cannot be offset or negated by any means.
Strong telepathy; CL 15th; Craft Universal Item, Psionic Plane Shift, Insanity, Quintessence, creator must have visited the Far Realms or encountered a Far Beast. Price: 45,000 GP.

Major Artifact
Twisted Truths
A “staff” molded from what resembles a single purple-black tentacle, looped and intertwined with itself endless times with no discernable end or beginning. It is cool and rubbery to the touch, but strangely inflexible.

Though in form a staff, and in function a psicrown, Twisted Truths, as it is known in the darkest of alienist lore, is far more than it might appear. Molded from pure, unaltered Far Realms material, its density and energies impart it with a twisted form of semi-sentience like the Far Beasts of its native realm. This is an exception to the rule that psicrowns cannot be intelligent items.

Twisted Truths has the following stats: Int 20, Wis -, Cha 20, Ego 25. Like a Far Beast, it uses its Intelligence modifier any time its Wisdom modifer would be used instead. It has 1200 Power Points to begin with, and use of the following powers:
Ego Whip (1d4 Cha, DC 17) – 3 PP
Ego Whip (2d4 Cha, DC 19) – 7 PP
Ego Whip (3d4 Cha, DC 21) – 11 PP
Ego Whip (4d4 Cha, DC 23) – 15 PP
Ego Whip (5d4 Cha, DC 25) – 19 PP
Mental Disruption (30ft. radius, DC21) – 19 PP
Id Insinuation (9 targets, DC25, lasts 20 rounds) – 19 PP
Death Urge (4 rounds, DC25) – 19 PP
Psychic Crush (8d6 damage, DC20) – 19 PP
Microcosm (+30 HP, DC24) – 20 PP

Twisted Truths can even affect creature otherwise immune to mind-affecting abilities, though those creatures recieve a +10 bonus on their Will saves. Any time Twisted Truths drains a point of Charisma by use of Ego Whip (any augmentation level), it recovers 2 power points. It has a manifester level of 20th. Save DC’s are Intelligence-based.

Control over Twisted Truths is always an uncertain thing, due to its abberant “mindset”. It demands an Ego check any time a power other than Ego Whip is used from it. A successful Ego check will establish dominance for 24 hours, during which the staff is compliant with its bearer’s demands and requires no Ego checks to control. If the staff drops below 600 PP, the Will save to overcome Ego increases by +10. If it drops below 100 PP, Ego checks are impossible, and it frenzies as noted below till the PP total is once again over 600.

The staff must be “fed” at least 10 PP per day by use of its Ego Whip power(s) to satiate it. If this is not done, it breaks into an uncontrollable frenzy and lashes out with Ego Whips at random targets in range until it has gained at least 50 PP. If there are no targets in range, it lies complacent until one approaches, passively recovering PP at a rate of 1 per week.

Strong Telepathy and Psychoportation, CL 20th. Price -.

The Glyphstone
2006-05-13, 03:05 PM

Alien Invocation
Psion/Wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Short (25ft. +5ft./2 levels)
Effect: Varies, see text
Duration: Varies, see text
Saving Throw: Varies, see text
Power Resistance: See text

Using this power directly duplicates the effects of a Rod of Wonder (http://www.d20srd.org/srd/magicItems/rods.htm#wonder). If the result requires a target, it targets a random creature within range. If no target is specified, the effect is centered on the manifester. Any time a multiple of 11 is rolled on the D%, the manifester suffers 1 point of ability damage to Intelligence, Wisdom, and Charisma.

Alien Incarnation
Psion/Wilder 4, Psychic Warrior 4
Display:[/b] Visual
Manifesting Time: 1 standard action
Range:/b] Personal
Duration: 1 round/level
This power opens a psion's soul to the energies of the Far Realms, the alien power surging through him.
For the duration of the power, the manifester gains +20 temporary hit points, +2 manifester level, and +1d4x2 to Strength, Dexterity, and Constitution (roll once and apply the bonus to all three stats).
After the power expires, the bonuses vanish, and the caster takes 1d6 points of ability drain to Strength, Dexterity, and Constitution (again, roll once and apply the penalty to all three stats). This loss can only be recovered naturally, as if lost through the Body Fuel feat.

Alien Apocalypse
Psion/Wilder 8
Display: Visual, Auditory
Manifesting Time: 1 full round
Range:/b] Short (25ft. +5ft./2 levels)
[b]Effect: See Text
Duration: Concentration, 5 rounds total, see text
Saving Throw: See Text
Spell Resistance: See Text

With a tremendous act of will, the manifester tears open the barrier separating the real world and the Far Realms, centered on a single target square. As the portal widens, more dangerous and potent effects result. Once the power is manifested, the manifester cannot voluntarily end his concentration until the duration has elasped, with unfortunate consequences if he is forced to do so. He cannot solict his psicrystal (if any) to concentrate for him. During each round, the portal grows larger, producing a different result.

Round 1: The wall between the worlds begins to weaken, distorting reality and unnerving those nearby. Anyone within 50ft. of the targeted square suffers a -4 morale penalty to attack rolls, saving throws, and skill checks. A successful Will save halves the penalties, but they remain as long as the victim remains within 50ft. of the portal. Leaving the radius and returning requires a new save. This is a mind-affecting effect.

At this stage, the gateway is barely visible (treat as the size of a Fine object, centered in the target square).

Round 2: Cracks begin to form, allowing the ephemeral essence that permeates the Far Realms to seep into the physical universe. Anyone within 50ft. of the target square must succeed on a Will save or be confused for the duration of the power plus 1d10 rounds. Even if they succeed on the save, they take 1d6 Wisdom damage. This is a mind-affecting effect.

At this stage, the gateway resembles a number of quivering dark "spots" in the middle of the air, somewhat disturbing to observe (the size of a Tiny object, in the center of the targeted square).

Round 3: The boundaries finally cave in, allowing the chaotic Farstuff to flow through, spreading out to ensnare its surroundings. Anyone within 50ft. of the target square takes 4d6 damage of each energy type (fire, acid, cold, electric, sonic). A single Reflex save halves the damage from all types. Regardless of the save result, all affected creatures suffer 1 point of permanent ability drain to Intelligence, Wisdom, and Charisma. The mental stat drain is a mind-affecting ability, but the damage is not.

At this stage, the gateway is a small, but obvious hole in the fabric of the world, downright painful to look at (the size of a Mediun object, filling the target square).

Round 4: The gateway stretches to its very limit, disgorging a mighty Far Beast, native denizen of the Far Realms (see above) into the world. It is treated as having been called by a Summon Monster spell, so can move and fight on the turn it arrives, but is independent and utterly uncontrollable - lashing out at every living thing in the area. It is summoned adjacent to the vortex, as close to the caster as possible. A DM is recommended to have 2 or 3 Far Beast "patterns" prepared if this power might be used by a PC or NPC - the CRs of the Far Beasts should be within 1d3 points of the character's manifester level.

The gateway is at its largest, a horrific vortex of wrong that eats at the reality surrounding it (treat as a Huge object, with the center over the targeted square).

Round 5: No longer able to tolerate this intrusion, the universe seals itself rapidly and violently. The portal collapses in on itself and vanishes, but possibly not alone. Any creature within 10ft. of the portal's edges (Thus, 25ft. from the targeted square) must succeed on a Will save or be dragged into the Far Realms and lost forever. The Far Beast summoned in Round 4 is subject to this, but this is treated as a banishment effect, so it recieves a save bonus equal to its HD (see the Far Beast stats). After this, the power has expired and the manifester is free to function at will.

If at any time, the caster fails a Concentration check to maintain control of the power, it immediately skips to stage 5, swelling out to a 15x15ft square before imploding. Anyone caught in the expansion is sucked in without a save - those within 10ft of the final edge receive a save as normal. In addition, the manifester must save against being dragged in as well, regardless of his distance from the target point.

If any creature ends up sharing its space with the portal (either by moving into it, or not moving before it expands in Round 4), they are immediately sucked in with no save.

A separate Power Resistance check must be made against each relevant creature for each effect of the power.

The Glyphstone
2006-05-13, 03:05 PM
Placeholding complete in 1....have a safe trip, boys!

Emissary of the Beyond

Some rare individuals are aware of the Far Realms, and of the unspeakable entities that dwell them. Even rarer, and more twisted, are the beings that choose to study and emulate them. This forbidden knowledge sometimes draws arcanists, who call themselves alienists. But rarest of all are those who, by bad luck and chance, found their way to the Far Realms and were trapped there. Once in a while, one manages to escape alive and...well, “sane” may not be the best word. Forever unhinged by what they experienced, these haunted people feel a strange awakening within them, as the psionic talent in their blood calls out to the alien forces they encountered.

In order to become an Emissary of the Beyond, a character must fulfill all of the following criteria.

Skills: Knowledge (The Planes) 4 ranks; Knowledge (Psionics) 8 ranks; Psicraft 8 ranks

Feats: Blood from Beyond

Psionics: Able to manifest 3rd level powers.

Special: Must have spent at least 24 hours in the Far Realms and returned alive

Level.....BAB.....Fort.....Ref.....Will........... .Powers Known...................Special
....1.......+0.......+2.......+0.......+2.....+1 manifester level.........Warped Mind
....2.......+1.......+3.......+0.......+3......... ....---------------...................Alien Transformation I
....3.......+2.......+3.......+1.......+3.....+1 manifester level.................Alien Visage 1/day (Pseudonatural Form)
....4.......+3.......+4.......+1.......+4......... ....---------------...................Alien Transformation II
....5.......+3.......+4.......+1.......+4.....+1 manifester level...............Warped Perspective
....6.......+4.......+5.......+2.......+5......... ....---------------...................Alien Transformation III, Alien Visage 2/day (Doom Form)
....7.......+5.......+5.......+2.......+5.....+1 manifester level
....8.......+6.......+6.......+2.......+6......... ....---------------...................Alien Transformation IV
....9.......+6.......+6.......+3.......+6.....+1 manifester level.......................Alien Visage 3/day (Horrific Form)
...10......+7.......+7.......+3.......+7.......... ...---------------...................Alien Ascendant

Class Skills: Autohypnosis (Wis); Concentration (Con); Craft (Int); Knowledge (all skills, taken separately) (Int); Profession (Wis); Psicraft (Int)
Skill Points at each level: 2+Int modifier.

Weapons and Armor Profiencies: An Emissary of the Beyond gains no proficiencies with any weapons or armor.

Class Features
All of the following are class features of the Emissary of the Beyond.

Warped Mind: As an Emissary becomes more and more like the horrific creatures from which his power flows, he becomes equally detached as to the actions and motivations of other creatures, and how to interact with them. Emissaries of the Beyond have a penalty to all Charisma-based skill checks equal to their class level. This increasingly disturbing view is unhealthy to normal people, and any person that attempts to manifest a telepathy power, or any spell with the [charm] or [compulsion] subtype, on an Emissary of the Beyond takes an automatic 1d6 damage that is unaffected by damage reduction.

Alien Transformation: An Emissary of the Beyond, permanently scarred by his full-on exposure to the stuff of the Far Realms, begins to manifest his psionic “heritage” far more strongly. These can be completely hidden (no external signs), barely visible (i.e., greenish veins, oddly colored/shaped pupils), or very obvious (i.e., small eyes sprouting all over the character’s body); the DM should determine the severity of each mutation, but they should generally scale with the character’s Emissary class level. At each indicated level, the Emissary gains a randomly rolled ability from the chart below:

--1-----------------Blindsense 60ft.
--2-----------------Fast Healing 5
--3-------Spell Resistance 10+Class level
--5---------------All-Round Vision
--6-----------------Warped Aura
-7-8-------------Character’s Choice

Spell Resistance: Cannot be obtained until 6th level or higher. If rolled before then, re-roll.

Fortification: Has a 25% chance to negate extra damage from critical hits or sneak attacks. Does not stack with the Fortification enhancement on armor or shields.

All-Round Vision: As the ability. See Far Beasts, above.

Warped Aura: Bends the laws of reality ever so slightly around the character. This provides a +2 deflection bonus to AC that stacks with other deflection bonuses. This is a special exception to the general rule of like bonuses overlapping.

Alien Visage: An Emissary of the Beyond can bring forth a manifestation of his own corrupted, altered soul, deformed and distorted by the touch of the Far Realms. He can use this ability once per day for every 3 Emissary levels he obtains. Each use of the ability lasts for a number of rounds equal to the Emissary’s class level plus its Intelligence modifier.
Pseudonatural Form: An Emissary of at least 3rd level can assume the shape of a grotesque, tentacled mass, or some other equally gruesome form. When in this form, enemies suffer a -1 morale penalty to attack rolls against it. Once per day, it can gain a +20 insight bonus on a single attack roll, and ignore the miss chance caused by concealment or total concealment on this attack.
Doom Form: An Emissary of at least 6th level can instead take on a more nightmarish, powerful shape. This is functionally identical to the psychic warrior power Form of Doom, except as noted above. Enemies do not suffer the morale penalties of the pseudonatural form above when the Emissary is in this shape, nor can the Emissary gain the +20 insight bonus on an attack roll.
Horrific Form: An Emissary of at least 9th level can merge the various aspects of their totally altered consciousness into a single terrible shape. This form combines the abilities and traits of both the pseudonatural form and doom form described above.

Warped Perspective: An Emissary of the Beyond now becomes distant from the workings of the physical world around them, not merely the people. The penalty from Warped Mind now applies to all Wisdom-based skill checks as well as Charisma-based ones. However, the damage caused to enemy telepaths and spellcasters increases to 2d6.

Alien Ascendant: At 10th level, an Emissary of the Beyond completes its transformation, becomind one with the residents of the Far Realms. It becomes an Outsider with the [Far Realms] subtype. Their Wisdom score changes to -, and any skill checks or other variables that depend on Wisdom now use its Intelligence modifier instead. The Warped Mind penalty to Wisdom-based skill checks is removed, though the Charisma-based penalty remains. They gain Resistance 10 to Fire, Cold, and Electricity, as well as DR5/Magic or Psionics. They become immune to all charms, compulsions, or telepathy effects, and receive Darkvision out to 120ft. Like Far Beasts, they gain a bonus on saves vs. Banishment or Dismissal equal to their HD.

The Glyphstone
2006-05-13, 03:05 PM

When loosed into the “real” world, Far Realms creatures tend to run amok until death, either natural or forced. On occasion, they encounter one who cannot flee or defend themselves – these poor souls are almost invariably consumed or otherwise slain by the alien creature. However, sometimes they are not immediately killed, but left maimed or otherwise injured as the horrific creature moves on for whatever reason. They usually die, their minds, bodies, or both irreparably damaged by the contact with the entity from Beyond. The most unfortunate of these are pregnant women, whose unborn children are likewise tainted by the creature. To the Far Beast, the woman *it attacks is no different than the ground it slithers upon or the trees it uproots to pass by; for the woman, just mere contact with the pure essence of the Far Realms is frequently enough to derange her consciousness utterly.

Once in a great while, the gibbering creature that was that women gives birth before it expires. The result is the creatures known as Fartouched.

Fartouched, at birth, superficially resemble the stock of their native race(s), those of the parents that granted them life. But all begin that life with some hideous disfigurement, a parting gift from the Far Beast that made them what they are. This abnormality can be minor – a twisted limb, a missing ear or nose, an organ that bulges unnaturally from inside the body. It can also be horrific and obvious – wormlike tentacles in place of hair, smoothed-over eye sockets that see perfectly regardless, or arms where legs should be and vice versa. Some are slain at birth, others die in infancy for whatever reason. The unfortunate few that survive are doomed to endless wanderings, driven away by civilization for the alien corruption that suffuses their body, and often soul.

Fartouched Traits
Fartouched are usually not fair in appearance from the race they would have been, though all carry the mutation of the Far Realms in or on their forms.

Ability Scores: A Fartouched can spring from any sort of race, which affects the end result and how its inherent racial traits interact with the foreign influence of the Far Realms. Regardless of the “source material”, Fartouched tend to stick within a fairly narrow range of attributes and abilities. A Fartouched has one of the following sets of racial stat adjustments, either randomly determined (roll a d3) or selected by the player or DM.
1) Str +2, Dex +2, Wis -4, Cha -2
2) Dex +2, Con +2, Wis -4
3) Str +2, Con +2, Wis -4, Cha -2
Size: Only Fartouched born of Medium-sized races, such as humans, elves, dwarves, or orcs, seem capable of living past the first few months. For smaller or larger creatures, the warping taint of the Far Realms can be represented by the Pseudonatural or Half-Farspawn templates (see Lords of Madness).
Land Speed: Fartouched have a base land speed of 30ft.
Abberation Blood: A fartouched is deformed and altered by its very nature, and it considered an abberation. It is still affected by spells and powers that affect humanoids, such as hold person or an unaugmented psionic charm, but see Mental Backlash, below.
Naturally Psionic: A Fartouched has an innate link to the realms of the mind thanks to its “heritage”. It receives 2 bonus power points at 1st level.
Mental Backlash: The deformities that mark a Fartouched’s body extend into its mind as well, creating a trap for those who would pry into its contents. This functions similar to the Hostile Mind (http://www.d20srd.org/srd/psionic/psionicFeats.htm#hostileMind) feat, save that it affects spells with the [compulsion] or [mind-affecting] descriptors as well as telepathy powers. The save DC is equal to 10+1/2 the Fartouched’s Hit Dice+ the Fartouched’s Intelligence bonus. The Fartouched adds its Intelligence modifier to the damage dealt. Even if the save succeeds, the intruder still takes half damage. This ability does not interfere or affect the Fartouched’s psionic nature.
Favored Class: Psion
LA: +1

The Glyphstone
2006-05-14, 05:30 PM
Comments welcome...especially on the Far Beast creation rules once I get them finished for critiquing - I don't want to scare off potential voters with over-complexity.

The Vorpal Tribble
2006-05-15, 07:04 PM
Looks like it'll be interesting when you get the specifics in. Gotta love Far Realm and insanity-based psionics ;D

Do the benefits of your feats stack so that by the end you have a +6 bonus to AC and attack and the like?

The Glyphstone
2006-05-20, 06:05 PM
Nope, note that they're all Luck bonus, and thus overlap.

EDIT: The rules for Designing a Far BeastTM are up for perusal. Tell me if they are too confusing and/or too easily broken. (The CR is judged according to the MM guidelines, which classifies them as a Multiple Threat).

EDIT 2: The Emissary of the Beyond is now added.

2006-05-21, 07:58 AM
Strange that nobody commented, it seems like you've put a lot of work into it. Personally, I loved it. Keep up the good work.

2006-05-21, 10:18 AM
In the "How to Create A Far Beast" section, there is a few italic symbols that are visible when the text is already italicized.

I love the introduction.

2006-05-24, 08:53 AM
Far BeastsChallenge Rating: Far Beasts, by default, have a CR equal to their HD+1. If the DM feels that the generated creature is too weak or strong for its CR, the number can be adjusted, but it should never be more than 3 points above or below its HD.

Hey Glyph, were you going to change this part of your entry, or are you going to leave it as is?

I thought we had come up with CR=3/4HD rounded up?

The Glyphstone
2006-05-24, 05:23 PM
Oopsies...yeah, gotta edit that.

2006-05-31, 06:10 PM
Sweet! I often use insanity based psionics in my eberron campaign, and far realm lore is a great match for Xoriat. I'll be able to use this no problem.

2006-06-01, 12:37 AM
I love the very deatailed instructions for the Farbeast, those tables help a lot if you use this kind of thing in a game.

The Glyphstone
2006-06-04, 06:58 PM
Thanks - have you tried making one, and seeing if the system's too easily breakable?

Oh, and the race - Fartouched - is now complete. Critique, please!

2006-06-08, 12:40 AM
Far Beasts really remind me of 2E's Hordlings -- which, I think, were 3.5-ified not too long ago in Dungeon. Anyway, I'd like to say the Far Beasts take all my favorite Hordling qualities -- the randomness, the uniqueness, the telescoping CR and flavor -- and improves upon all of them. They're, somehow, more random, and present a greater variety of abilities. So, bravo!

Furthermore, I'm a big fan of the Emissary of the Beyond PrC: really incorporates the randomness of the Far Realms and its general creepiness. I'm pretty much in love with the Form of Doom ability -- something about turning into a horrifying mass of tentacles? -- so I'm glad to see it so nicely included in the class.

I just want to point out a possible error in the Fartouched...? There seems to be a note regarding the first stat block, but it appears to be cut off. I need to know what's going on there, heh. :) And, am I right in assuming that the Fartouched adjustments don't stack with the "source material" race's adjustments?

Anyway, pretty much perfect work. Well played, sir.

EDIT: Accidentally posted too early.

The Glyphstone
2006-06-19, 09:02 PM
Correct. I didn't want to make it a template (not really a "race") - the Fartouched's abilities do not stack with those of the race your backstory says it came from.

Thanks for pointing out the mistype. That's the beginning of a tag describing which sorts of races this stat might be "descended" from...supposed to be one for each race.

EDIT: Powers are now complete...check them out!